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KSP2 Release Notes
Everything posted by SpannerMonkey(smce)
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https://github.com/jrodrigv/BDModularMissileParts/wiki/1.-Building-your-first-Modular-Missile
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Hi, where is your game installed? The install location can affect the game and on occasion stop it loading, by causing issues with file permissions etc. Try for example dragging the whole ksp folder into the desk top and see how it behaves then A completely stock ksp loads on my system in about two -four minutes , depending on background load
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Hi, simply open the KerbalKonstructs editor window Ctrl K then select local instances, then at the bottom of the gui window reduce the range to minimum, and the city will appear in the list, click on the city name , another gui will open , this is the actual tool used to place an remove objects and at the bottom of that window simply select delete. and the city will disappear. Now on the main window click the save button to save your changes and close the gui either by mouse click or ctrl K again.
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LF suggestions/help on new plane part concept
SpannerMonkey(smce) replied to Avalon877's topic in KSP1 Mods Discussions
Hi, just a quick two cents, don't forget when you are modelling that sometime in the near future you will have to make colliders for your parts, the current cockpit shape means that you will need to make 3 colliders, as a convex collider applied in unity would effectively lose the part of the hull in front of the intakes, and anything attached in that area would appear to be detached from the surface. As i see it now you have a single large collider for the main hull back to the core part of the rear bulkhead and then two smaller ones for the inlet areas back to the remaining sections of bulkhead. If the how to eludes you do drop me a pm and i can run through the whole process of making it work in game But more or less like this, each colour being a separate collider- 42 replies
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- space plane
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Main culprits seem to be real chute [ERR 16:29:10.607] [RealChute]: Could not find the transform "canopy" in the library [LOG 16:29:10.608] 6/25/2017 4:29:10 PM,ExtensiveEngineerReport,Run Tests [ERR 16:29:10.623] [RealChute]: Could not find the transform "canopy" in the library [LOG 16:29:10.624] 6/25/2017 4:29:10 PM,ExtensiveEngineerReport,Run Tests [ERR 16:29:10.640] [RealChute]: Could not find the transform "canopy" in the library And RT [EXC 17:10:10.247] NullReferenceException: Object reference not set to an instance of an object JSI.RPMVesselComputer.onVesselWasModified (.Vessel who) EventData`1[Vessel].Fire (.Vessel data) UnityEngine.Debug:LogException(Exception) EventData`1:Fire(Vessel) RemoteTech.Modules.ModuleRTAntenna:AddTransmitter() RemoteTech.Modules.ModuleRTAntenna:SetState(Boolean) RemoteTech.Modules.ModuleRTAntenna:OnStart(StartState) Part:ModulesOnStart() <Start>c__Iterator3A:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) [ERR 17:10:10.251] Exception handling event onVesselWasModified in class RPMVesselComputer:System.NullReferenceException: Object reference not set to an instance of an object at JSI.RPMVesselComputer.onVesselWasModified (.Vessel who) [0x00000] in <filename unknown>:0 at EventData`1[Vessel].Fire (.Vessel data) [0x00000] in <filename unknown>:0 The Clamped error is produced by FAR and possibly KWFin is a MM patch? at KWFin [WRN 16:59:33.919] FAR Error: Aerodynamic force = NaN AC Loc = 78.8767027669673 AoA = 0 MAC = 1.2 B_2 = 1.311 sweepAngle = 0 MidChordSweep = 29.375 MidChordSweepSideways = 0.076627568537602 at KWFin [LOG 16:59:33.921] Trajectories: WARNING: FAR totalForce is NAN (altitude=9032.25806451613, airVelocity=0, angleOfAttack=0.196349540849362 [LOG 16:59:33.975] clampinedInc: 45.9202364761145 incDegrees: 45.92 lat: 45.9202787893433 inc: 45.9202364761145 [LOG 16:59:33.986] clampinedInc: 45.9202364761145 incDegrees: 45.92 lat: 45.9202787893433 inc: 45.9202364761145 [LOG 16:59:34.104] clampinedInc: 45.9202365363233 incDegrees: 45.92 lat: 45.9202787893433 inc: 45.9202365363233 [LOG 16:59:34.117] clampinedInc: 45.9202365363233 incDegrees: 45.92 lat: 45.9202787893433 inc: 45.9202365363233 As for whats up with them you have an extensive mod list very few i have any experience with aside from RT and I've not seen it produce similar errors , so perhaps someone more familiar will be able to offer more help
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BDArmory
SpannerMonkey(smce) replied to mzzcrs's topic in KSP1 Technical Support (PC, modded installs)
NO MOD should ever be installed into the Squad folder ALL mods are placed ONLY in GameData Move BDArmory AND any other mod folder out of Squad folder You have indeed installed incorrectly -
[1.8.1] Kerbal Konstructs - 1.8.1.15 - 15.Dec.2019
SpannerMonkey(smce) replied to Ger_space's topic in KSP1 Mod Releases
Hi, Re the group saving error i'm experiencing, I'm just coming to the end of my post localization testing so by necessity am running far fewer mods than normal. Place object, in this case it's more water launch points, make launch site, click save deselect , then , on main KK gui set group name and click save, at this point the gui screen blanks out and ALL placed statics disappear. Gui can be closed via ctrlK, scene change does not restore missing statics , reload restores all missing statics,, This log from game that I closed immediately after static disappearance and gui being closed https://www.dropbox.com/s/cmmmv6594wn3exn/KSP KK glitch log.zip?dl=0 Edit as long as i don't save as a group all is good. Edit edit Re sound clip although something happens as the mu file gets huge and takes half an hour to write there was no audible sound track from the static, I also tried all available clip settings to no avail -
BDArmory
SpannerMonkey(smce) replied to mzzcrs's topic in KSP1 Technical Support (PC, modded installs)
KSP and BDA version you are trying to Install? a screenshot of your GameData folder? A zipped copy of your KSP.log? My bet ,, you have as many do , installed it incorrectly or are installing the wrong BDA for your version of KSP -
It's just a name and not as clear cut as you'd imagine, as the actual sonar defined parts, so far a surface blister, a towable array , an inverted version of the extending radar ( and installed modules in certain sub hull parts) do not work above the waterline , in order to work it has to be fully immersed . Active submarines with running sonar will show as an SO warning, not any of the regular radar threats, as will sonar equipped surface ships show an SO warning on the subs systems. There is no real value in creating a new display called sonar at this point maybe eventually but it's still early days. It's also worth noting that the whole torpedo system only uses BDA and stock KSP modules , and depth charges also have a couple of features borrowed from hull breach.
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[1.8.1] Kerbal Konstructs - 1.8.1.15 - 15.Dec.2019
SpannerMonkey(smce) replied to Ger_space's topic in KSP1 Mod Releases
I shall check that out right now cheers -
[1.8.1] Kerbal Konstructs - 1.8.1.15 - 15.Dec.2019
SpannerMonkey(smce) replied to Ger_space's topic in KSP1 Mod Releases
Hi all, is there any issues with saving to groups currently? Having a bug or two but also trying out something new, which is possibly upsetting it. SO how difficult would it be to add some kind of ambience track to a static? SO for example dockside sounds for the harbor sections? and the something new that may be breaking KK watch carefully -
Hi , yes sheepish followed shortly by disappointment, because for the first time since 1.05 mods using BDA and it's included systems are not backwardly compatible. They simply will not work in 1.22, while yes you could load it up and it would even load, there's a better than even chance that firing any gun, will either spam the log with so many errors that the game will slow to a crawl or lock up completely. The reason this happens is partly due to my contributions to BDA itself, a few weeks ago I announced a universal ammunition mod for all my weaponry. As is the way with these things, there are many ways forward and the best way forward ( given that KSP takes only the first declared values for X and ignores any subsequent changes) was to have BDA adopt the whole ammunition overhaul package. Which is what has happened. BDA now provides ALL the ammunition and more importantly for us, Bullet behavior definitions. SO AFV's has no ammunition supplied, as is true for all my weapon related mods, they rely totally on BDA, and the changes within the cfg's are extensive and fairly involved so not easily rewound to an earlier state . The only viable way to rewind any weapon mod to an earlier cfg would be by writing MM patches to completely replace the weapon module parts of all the gun cfg's with those suitable for 1.22, although what you'd end up with is something that was completely without any kind of support, rather than a valuable addition to your mod collection. All turrets are balanced to work within the new system and shells behave differently than in pre 1.3 versions and I for one am happy with the results. Well known by other weapon mod makers but not that appreciated by the users, is that certain parts of the old damage system are horrible, either over or under powered or just plain wrong. and these changes certainly are a change for the better.
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Hi, well there is an air wing, sort of , helis drones etc but... it's all very dev toy, I really have no idea if I'll ever release them, as they are not lego they have little appeal for many, but I enjoy the crap out them as does the dev team, and they do work well with the AFVs and SMM . Some of, in my opinion the coolest things, have never been seen in public. I think the guys would agree that the Havok is pretty awesome , and possibly one of the first unibody helis capable of being flown and able to dogfight under the BDAI
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HI, i very much appreciate your enthusiasm, given the amount of behind the scenes effort that's going on right now. With luck, and some semblance of sanity remaining the team and I will be releasing almost everything sometime very soon. I hope it's soon i really do, can't do anything else till 8 updates are done, so just like buses they'll all turn up around the same time Random militaristic image
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which is where you'd be wrong, awesome
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Hi, well technically they are here, as if you have any issues this is where you'd need to report them. My statics don't have and will not be having a thread of their own.
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Hi, Those docks are part of a separate pack of statics, and not in SM Marine, there is a link for them in the first post. Although I really need to update the download with the new KK methods so that they don't throw unnecessary errors. I'll post and make a new link as soon as theyre checked
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[1.4.3 v 1.2.3] SM_Stryker BDA 1.22
SpannerMonkey(smce) replied to SpannerMonkey(smce)'s topic in KSP1 Mod Releases
Never stopped working, or I've not been made aware of any issues that need addressing. Any update update at this point will be to change the version number only.. Still stuck localizing over 1000 parts.. -
Nice one, I'll be nicer about NAS turrets in conjunction with LBP in future. You must admit though that it makes simulations a little more interesting, the uncertainty of it all I love, and am constantly surprised by the charmed life some craft have, and the desperate misfortune of others As an aside and related to the above, as i think you should try it out, especially as a lot of your guns can easily out range normal BDA limits. Have you tried RBDA? that being fullscale BDA , over the horizon combat for big guns, and much more, it is still experimental, but i have to own up to not running anything else. You can find the required here
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I have to totally agree here, all of the MP threads have all the same arguments, and I find it rather amusing that all the reasons why it'd be no good are exactly the reasons that makes MP Space Engineers have small but enthusiastic following . Players doing different things sometimes not seeing each other for days , but all working toward a common goal. We all had our own space, own base, own ships, but all contributed to supplies and pitched in on large building projects . The occasional pirate hunt, a racing league, a dogfight league. Plus when you get a group working well together the ideas that are generated and things that become possible are usually greater than any one solo player could ever achieve in a lifetime. I somehow managed to rack up over 3000 hrs on one server ( and before anyone says it I know only too well how buggy it can be)
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Hi all , nearly there now, we've just got to finish the localization, an epic task in itself, a couple of runs to make sure it's all good, transfer in all the now standardised modules and I should be able to push an update. In the meantime I'll leave you with a little picture. There's a lot going on in the image and most has never been seen before, so spot the new stuff, and or old stuff doing very new stuff. Worth noting that the sonar contact visible is not coming from a normal type radar. ps some of it is so new it wont make this update but a lot of it will. Along with six complete new craft
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Sounds like you have some issues that have long ago been dealt with This is the BDA releases page https://github.com/PapaJoesSoup/BDArmory/releases And this is the latest version for ksp 1.3 https://github.com/PapaJoesSoup/BDArmory/releases/download/v0.2.1.2/BDArmory.0.2.1.2_06172017.zip
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Usually kick off is at around 20km for the ships and 30 for the aircraft. The latest BDA allows for a lot higher ranges and RBDA allows for full scale combat, it's not unusual after 30 mins or so for things to be spread across the entire bay between the islands , ksc and the far point so easily 300sqkm i'd say in total broken hangar extender, unless you are not using hangar extender and are using some other tool to build outside of the hangar. the hangar view was removed in 1.2 because the building could no longer be scaled , now when you click the extend button the craft is simply out in the open as below http://i.imgur.com/Ul0AYwv.png